Medium Elemental, Chaotic Evil
Armor Class 14
Hit Points 200 (25d10 + 10)
Speed
STR
15 (+2)
DEX
16 (+3)
CON
19 (+4)
INT
17 (+3)
WIS
10 (+0)
CHA
9 (-1)
Saving Throws STR +5, CON +7
Damage Vulnerabilities Cold, Lightning
Damage Resistances All
Senses Passive Perception 10
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Menacing Stance
  
At the start of the Knights turn, all creatures withing 50 feet of it must roll a wisdom save of 13 or higher, upon failing, the creature will be "Petrified" , while petrified all attacks from the knight will deal 2x damage, and all attacks used by the petrified creature will have disadvantage and half damage 



Actions

Mist Blade
Basic weapon attack, deals 2d8 slashing damage

Tactical Assault 
The Knight lunges forwards and strikes one enemy, upon being struck, a marking will be left on the target, for the next 3 turns, the knight may only target the marked enemy, however, it now has advantage on the attacks and deals double damage on the first of its 3 strikes. 

Charged Blow
The Knight takes a step back and begins charging one massive strike, after a round he unleashes the blow on the nearest creature (Can be friend or foe ;) ) dealing 5d6 Necrotic damage + Mist Blades damage



Reactions

Planned Counter
If the Knight is attacked by any non-magical weapon, it may attempt to counter, to break past the counter, you must roll a strength save against the knight, upon success the attack will break through the counter and deal 2x damage, upon failure, the knight will counter the attack and land a blow on you.

Remedial Insurgence
If the Knight falls below half health, he may call upon 5 basic mist walkers (low ranking, so soul devourers, shinobi, ect.)  or a single captain, the Knight will then fall back and begin to heal, if he is not stopped (Concentration broken) in 5 rounds, the Knight will restore 10d8 health. if concentration is broken, the summons will disappear, however they CAN stand in the way of any attacks..and have their own battle formation. 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Guy made of mist

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Demon Lord

Habitat: Swamp

BjonerJohnson

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